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View Full Version : Improving spatical correspondence 'twixt emitted point clouds & object 'parts'/DPKit



jeric_synergy
10-15-2012, 11:44 PM
please examine the attached LWS.

Around frame 95 the parts start to move to conform to the emitter's emitted point cloud. Unfortunately, the parts tend to cross the object as the part moves to align itself with its associated particle.

What would be a better way to get Part Numbers to spatially correspond to emitted Particle Numbers? Obviously, this would have to occur at a specific time in the particle clouds lifetime, since the particles are moving.

-As I typed this it occurred to me that a static particle cloud may have some bearing on this issue...... but dynamics would have to be applied to this static cloud, missing most if not all of the advantages of particle emitters.

Has Denis told us how DPKit Part Numbers are assigned? Like, upper left rear to lower right front?


108551

dpont
10-16-2012, 12:24 AM
I told this somewhere in the forum.

Indexation of part is the same for Part Move node
and dynamics like HardFX, Bullet, it is based on the
polygon indexation, the part including the first polygon
gets the first index, if you paste a part over other parts
it gets the last index.

A trick for synchronizing particle with part order,
generate a point cloud with the 'center_part' lscript,
and use emitter in vrtex mode.
http://forums.newtek.com/showthread.php?90291-BDD-Player-node&p=854067&viewfull=1#post854067

Denis.

jeric_synergy
10-16-2012, 11:26 AM
Thanks for the pointer to the thread, I'll check it out.